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Show off your KSP Blender Renders!


GusTurbo

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Well, this took longer than I expected lol. The result isn't quite what I was going for but it's the closest I've gotten it so far.

eDoqgB8.png

The idea was inspired from someone who was asking about older KSP parts. I remember I had a VERY early copy of the demo version. This was back when there was only the VAB and launch pad, in testing the old demo I found out there was no map mode, lol. Originally thought I would build a craft and do the whole import thing, but as it turns out the old version used dae files for the parts which Blender can natively import. It did use craft files, but as the parts are different I'm not sure if the craft importer would work so I just did something simple with the chute and capsule.

The textures didn't import with the model, but that wasn't an issue as the textures were in separate folders for each part. Luckily the models did come with UV coords so it was easy to texture, except I did have problems with the chute. I did have to modify the models in a text editor slightly, to remove something about diffuse, which may have been the references to the textures, but Blender didn't like it with those references included.

Anyway...now I can move on to another scene I had an idea for, which will end up being an animation. I'm planning on modeling the buildings at KSC, so it'll take some time, but I'll post some renders as I get parts done.

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I remembered after I posted the above, that I had planned on doing some stuff to the original rendered image in GIMP. The result:

9K0xRyA.jpg
Edited by Sma
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Not directly from KSP (at least not using the craft import addon), but part of what I'm modeling for a scene idea I had. You'll have to pardon the only 128 samples, didn't feel like waiting for it to render lol. Strange though that sometimes renders can be at only 60 samples and be much clearer...guess I still haven't quite figured out cycles well enough lol

GO1TCrr.png

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Not directly from KSP (at least not using the craft import addon), but part of what I'm modeling for a scene idea I had. You'll have to pardon the only 128 samples, didn't feel like waiting for it to render lol. Strange though that sometimes renders can be at only 60 samples and be much clearer...guess I still haven't quite figured out cycles well enough lol

http://i.imgur.com/GO1TCrr.png

Sheesh Sma! Everytime I turn around your out doing yourself. That is one snazzy looking dish you've got going there! Can't wait to see it all textured and such.

Yeah, those cycles settings can get ya every time. You can try killing the Reflective Caustics under the render/light paths settings. Might clean it up some and slightly improve render times. Also setting the Multiple Importance switch on your light source will help get rid of noise, usually anyway. The option is hiding under the lamp drop down for your light source. Really helps when you add any sort of area lamps or sharp glossy objects. Another multiple importance settings is in your global world settings. Not specifically sure how they relate to one another but I've seen them both used concurrently.

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Sheesh Sma! Everytime I turn around your out doing yourself. That is one snazzy looking dish you've got going there! Can't wait to see it all textured and such.

Yeah, those cycles settings can get ya every time. You can try killing the Reflective Caustics under the render/light paths settings. Might clean it up some and slightly improve render times. Also setting the Multiple Importance switch on your light source will help get rid of noise, usually anyway. The option is hiding under the lamp drop down for your light source. Really helps when you add any sort of area lamps or sharp glossy objects. Another multiple importance settings is in your global world settings. Not specifically sure how they relate to one another but I've seen them both used concurrently.

Thanks! Lol. I do find that the studio backdrop renders tend to produce the more realistic looks. Even when you use 3 or more light sources in an actual scene. I've seen the multiple importance switch, but never messed around with it much I'll give it a try with my next render.

On an unrelated note, I had just been uploading my images go imgur thinking I was logged in, which apparently I wasn't, so now they don't show up in my uploaded images. Not that it's really a problem, I can upload them when I'm logged in if I want to keep track of them I guess. I was just wondering if anyone more familiar with imgur knows if there is a way to move them to my account, which I'm guessing is no lol.

I posted this one on the addon page to show that I have it working with the updated version of the addon. The one on the left is what it looks like in KSP and the one on the right is what it looks like when it is imported.

FZIRsEz.jpg

This is the little probe thing hang'n out at the tracking station. Being as it has no fuel at all I have to use the cheat menu to enable infinite RCS, and then hack gravity. I'm just using it to float around KSC to get screenshots for reference lol.

L3dHIWt.jpg

Edited by Sma
Always remember to close spoiler tags ;)
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As it isn't really giving anything away I think I can put this here without much harm. :D

EDIT:

Oh, yeah, the Blender Internal version:

http://i.imgur.com/Abe6aQ5.png
http://i.imgur.com/sMZRfI1.jpg

Cool! :D Where did you get the texture from? I was told to go to kerbalmaps.com for high res maps, but i can only get right click/save image as, which results in just small segments being saved.

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Cool! :D Where did you get the texture from? I was told to go to kerbalmaps.com for high res maps, but i can only get right click/save image as, which results in just small segments being saved.

Esinohio sent me a bunch of Kerbin textures, I used the color texture and the normal map from the five. I created a specular map from the color texture, and then found an 8k cloud texture online.

I'd ask esinohio for the textures if you want them.

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I'm struggling to remember where I got that initial map. Give me a few and I'll try and track down the post I found it on. I remember doing some Google 'foo for a bit and think it was a map texture someone had posted here somewhere in the forums.

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I'm struggling to remember where I got that initial map. Give me a few and I'll try and track down the post I found it on. I remember doing some Google 'foo for a bit and think it was a map texture someone had posted here somewhere in the forums.

Cool, thanks! :) They will come in handy sometime. Wish SCANsat could do normal color scans of things, but I guess it would be limited to whatever the res of the planet is.

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Ohhh Im so happy I finally got the addon working. *Not that I forgot to activate the mu.importer or anything* :mad:

Anyways, at 150 samples, 0 compression, 1920 x 1080 I rendered the oculus rover in which may or may not be stuck in the moho north pole sink hole....

eFA8C9m.jpg

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Ohhh Im so happy I finally got the addon working. *Not that I forgot to activate the mu.importer or anything* :mad:

Anyways, at 150 samples, 0 compression, 1920 x 1080 I rendered the oculus rover in which may or may not be stuck in the moho north pole sink hole....

http://i.imgur.com/eFA8C9m.jpg

*facepalm*

He had both the addons, he said.

He fixed kspdir.txt, he said.

:P (It's called the Mohole, by the way)

Anyway, cool craft!

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Hmm so this is only for Blender ? What about Maya or 3D Studio ?

Import to blender and export in a format they can open. Blender being a [legally] free program is more accessible to the masses than Maya or 3DS is, so its easier to develop and test for Blender. Plus the mu importer plugin was already created by someone else for blender, and I imagine Dasoccerguy doesn't have access to Maya or 3DS, but that is totally just guessing on my part lol. You might want to ask the OP over on the thread for the blender addon http://forum.kerbalspaceprogram.com/threads/111483-KSPBlender-Blender-Addon-for-importing-craft-files-%28now-with-complete-mod-support%21%29

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